I did. Again, what's the big deal? All I see is a Level 3 Solas with 4 different behavioral options. You do realize that you only had 5 options at level 3 in DA2 as well, right?
I can give you my example: DA2's very advanced tactics can be read about from this post in the DA2 section of these forums. Under the section "Companion Builds/Level-up Guides/Tactics" he sets a bunch of very detailed and specific tactics for the party composition he proposes. I have played by this build, setup, and tactics and it made me blow through all enemies in DA2 on Nightmare without any problem and only controlling Hawke.
Compare those possibilities to what we have seen in preview and review videos of DAI, what DAI offer is:
- Behaviors: When to use potion, preferred target and certain thresholds e.g. to preserve X number of mana and healing potions for you to manually use
- Tactics: This allows you to set each activated ability as either Preferred ability, Manually (meaning only player is allowed to use it), or allowed but not preferred
The lack in DAI from DA2's amazing tactics are that one can't set up in which situations the character should use which spells. Best example of this from my linked DA2 thread is Merrill is set up to only use Chain Lightning on enemies, which are staggered because that combo basically one-shotted everything including bosses. It was even possible to chain tactics settings so she would only use it on certain enemies like dangerous mage or bosses and elites, and only when they were staggered. All this is gone from DAI meaning if you want to min/max your gameplay, you have to go almost 100% manual because you can't count on the mage using Barrier on the most correct party member, you can't count on your high dps rogue to focus fire enemy mages, etc.
Yes, from a roleplay perspective and from a "I never used tactics myself" perspective, this doesn't change anything (mostly the new AI will feel like an improvement). Problem is for the players, who like to min/max gameplay through setting up deep tactics, the game has lost a vital part of its combat mechanics. No matter how much progression Bioware has done in the landscape of AI, no AI can replace the ideas for min/max'ing a human player can come up with (the day that happens Skynet takes over anyway
).
Hope this gives some example into what we (the tactics people
) are sad of loosing.